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Skill Checks

Acrobatics (Dex; ACP)
Surface Width Base Acrobatics DC
> 3 ft 01
1–3 ft 51
7–11 in 10
2–6 in 15
< 2 in 20
1 No check needed unless total DC is 10 or higher.
Situation Base Acrobatics DC2
Move through a threatened area Opponent’s CMD
Move through an enemy’s space 5 + Opponent’s CMD
2 DC to avoid AoO. DC increases by 2 for each additional opponent.
Long Jump Acrobatics DC
5 ft 5
10 ft 10
15 ft 15
20 ft 20
> 20 ft +5 per 5 ft
High Jump Acrobatics DC
1 ft 4
2 ft 8
3 ft 12
4 ft 16
> 4 ft +4 per ft
Acrobatics Modifiers DC Modifier
Lightly Obstructed (gravel, sand) +2
Severely Obstructed (cavern, rubble) +5
Slightly Slippery (wet) +2
Severely Slippery (icy) +5
Slightly Sloped (<45°) +2
Severely Sloped (>45°) +5
Slightly Unsteady (boat in rough water) +2
Mildly Unsteady (boat in a storm) +5
Severely Unsteady (earthquake) +10
Move at full speed on narrow or uneven surfaces +53
3 This does not apply to checks made to jump.
Bluff (Cha)
Circumstances Bluff Modifier
Target wants to believe you +5
Lie is believable +0
Lie is unlikely –5
Lie is far-fetched –10
Lie is impossible –20
Target is drunk or impaired +5
You possess convincing proof up to +10
Climb (Str; ACP)
Climb DC Example Surface or Activity
0 A slope too steep to walk, knotted rope + wall.
5 Rope + wall, knotted rope, rope with rope trick.
10 A surface with ledges (eg ship’s rigging).
15 Surface with handholds (eg tree/natural wall), unknotted rope, pull ups
20 Uneven surface with narrow handholds (eg typical wall in dungeon).
25 A rough surface (e.g. brick wall)
30 An overhang or ceiling with handholds but no footholds
A perfectly smooth, flat, vertical (or inverted) surface cannot be climbed.
Climb DC Modifier* Example Surface or Activity
–10 Climbing a chimney (brace against two opposite walls).
–5 Climbing a corner where you can brace against perpendicular walls.
+5 Surface is slippery.
* These modifiers are cumulative; use all that apply.
Diplomacy (Cha)
Starting Attitude Diplomacy DC (+creature’s Cha Modifier)
Hostile 25
Unfriendly 20
Indifferent 15
Friendly 10
Helpful 0
Request Diplomacy Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per request
Disable Device (Dex; ACP; Trained)
Device Time Disable Device DC1 Example
Simple 1 round 10 Jam a lock
Tricky 1d4 rounds 15 Sabotage a wagon wheel
Difficult 2d4 rounds 20 Disarm a trap, reset a trap
Extreme 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device
1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Lock Quality DC
Simple 20
Average 25
Good 30
Amazing 40
Disguise (Cha)
Disguise Disguise Check Modifier
Minor details only +5
Different gender1 –2
Different race1 –2
Different age category1 –22
Different size & category1 -10
1 These modifiers are cumulative; use any that apply.
2 Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.
Familiarity Viewer’s Perception Check Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Intimate +10
Escape Artist (Dex; ACP)
Restraint Escape Artist DC Action/Time
Rope/bindings Binder’s CMB + 20 1 minute
Net, animate rope spell, command plants, control plants, or entangle 20 1 full-round action
Snare spell 23 1 full-round action
Manacles (normal) 30 1 minute
Tight space 30 at least 1 minute
Manacles (masterwork) 35 1 minute
Grapple or pin Grappler’s CMD standard action
Fly (Dex; ACP)
Flying Maneuver Fly DC
Move less than half speed and remain flying 10
Hover 15
Turn greater than 45° by spending 5 feet of movement 15
Turn 180° by spending 10 feet of movement 20
Fly up at a greater than 45° angle 20
Wind Force Wind Speed (mph) Checked Size Blown Away Size Fly Penalty
Light 0–10
Moderate 11–20
Strong 21–30 Tiny –2
Severe 31–50 Small Tiny –4
Windstorm 51–74 Medium Small –8
Hurricane 75–174 Large Medium –12
Tornado 175+ Huge Large –16
Handle Animal (Cha; Trained)
Task Handle Animal DC
Handle an animal 10
“Push” an animal 25
Teach an animal a trick 15 or 20
Train an animal for a general purpose 15 or 20
Rear a wild animal 15 + HD of animal
Heal (Wis)
Task Heal DC Time
First aid 15 Standard Action
Long-term care 15 8 hours
Treat wounds from caltrops, spike growth, or spike stones 15 10 minutes
Treat deadly wounds 20 1 hour
Treat poison Poison’s save DC Standard Action
Treat disease Disease’s save DC 10 minutes
Knowledge (Int; Trained)
Task Knowledge Skill DC
Identify auras while using detect magic Arcana 15 + spell level
Identify a spell effect that is in place Arcana 20 + spell level
Identify materials manufactured by magic Arcana 20 + spell level
Identify a spell that just targeted you Arcana 25 + spell level
Identify the spells cast using a specific material component Arcana 20
Identify underground hazard Dungeoneering 15 + hazard’s CR
Identify mineral, stone, or metal Dungeoneering 10
Determine slope Dungeoneering 15
Determine depth underground Dungeoneering 20
Identify dangerous construction Engineering 10
Determine structure’s style or age Engineering 15
Determine a structure’s weakness Engineering 20
Identify a creature’s ethnicity or accent Geography 10
Recognize regional terrain features Geography 15
Know location of nearest community or noteworthy site Geography 20
Know recent or historically significant event History 10
Determine approximate date of a specific event History 15
Know obscure or ancient historical event History 20
Know local laws, rulers, and popular locations Local 10
Know a common rumor or local tradition Local 15
Know hidden organizations, rulers, and locations Local 20
Identify natural hazard Nature 15 + hazard’s CR
Identify a common plant or animal Nature 10
Identify unnatural weather phenomenon Nature 15
Determine artificial natural of feature Nature 20
Know current rulers and their symbol Nobility 10
Know proper etiquette Nobility 15
Know line of succession Nobility 20
Know the names of the planes Planes 10
Recognize current plane Planes 15
Identify a creature’s planar origin Planes 20
Recognize a common deity’s symbol or clergy Religion 10
Know common mythology and tenets Religion 15
Recognize an obscure deity’s symbol or clergy Religion 20
Identify a monster’s abilities and weaknesses Varies 10 + monster’s CR
Creature Type Field of Study
constructs, dragons, magical beasts Arcana
aberrations, oozes Dungeoneering
humanoids Local
animals, fey, giants, monstrous humanoids, plants, vermin Nature
outsiders Planes
undead Religion
Linguistics (Int; Trained)
Situation to detect forgery Linguistics Check Modifier
Type of document unknown to reader –2
Type of document somewhat known to reader +0
Type of document well known to reader +2
Handwriting not known to reader –2
Handwriting somewhat known to reader +0
Handwriting intimately known to reader +2
Reader only casually reviews the document –2
Document contradicts orders or knowledge +2
Perception (Wis)
Detail Perception DC
Hear the sound of battle –10
Notice the stench of rotting garbage –10
Detect the smell of smoke 0
Hear the details of a conversation 0
Notice a visible creature 0
Determine if food is spoiled 5
Hear the sound of a creature walking 10
Hear the details of a whispered conversation 15
Find the average concealed door 15
Hear the sound of a key being turned in a lock 20
Find the average secret door 20
Hear a bow being drawn 25
Sense a burrowing creature underneath you 25
Notice a pickpocket Opposed by Sleight of Hand
Notice a creature using Stealth Opposed by Stealth
Find a hidden trap Varies by trap
Identify the powers of a potion through taste 15 + the potion‘s caster level
Perception Modifiers DC Modifier
Distance to the source, object, or creature +1/10 ft.
Through a closed door +5
Through a wall +10/ft. of thickness
Favorable conditions1 –2
Unfavorable conditions1 +2
Terrible conditions2 +5
Creature making the check is distracted +5
Creature making the check is asleep +10
Creature or object is invisible +20
1 Depends upon the sense being used to make the check, eg bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty.
2 As for unfavorable conditions, but more extreme, eg, candlelight for DCs involving sight.
Ride (Dex; ACP)
Task Ride DC
Guide with knees 5
Stay in saddle 5
Fight with a combat-trained mount 10
Cover 15
Soft fall 15
Leap 15
Spur mount 15
Control mount in battle 20
Fast mount or dismount 20
Spellcraft (Int; Trained)
Task Spellcraft DC
Identify a spell as it is being cast 15 + spell level
Learn a spell from a spellbook or scroll 15 + spell level
Prepare a spell from a borrowed spellbook 15 + spell level
Identify the properties of a magic item using detect magic 15 + item’s caster level
Decipher a scroll 20 + spell level
Craft a magic item Varies by item
Survival (Wis)
Survival DC Task
10 Get along in the wild. Move up to half your overland speed. Provide food and water for self + 1 person per 2 points over DC.
15 Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary (Self + 1 person per point over DC)
15 Keep from getting lost or avoid natural hazards, such as quicksand.
15 Predict the weather up to 24 hours in advance. (+1 day for every 5 points over DC)
Surface Base Track DC
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Condition Track DC Modifier
Every three creatures in the group being tracked –1
Size of creature or creatures being tracked (use largest creature):
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large –1
Huge –2
Gargantuan –4
Colossal –8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow since the trail was made +10
Poor visibility (use largest modifier):
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
Swim (Str; ACP)
Water Swim DC
Calm water 10
Rough water 15
Stormy water 20*
* Can’t take 10 in stormy water.
Use Magic Device (Cha; Trained)
Task Use Magic Device DC
Activate blindly 25
Decipher a written spell 25 + spell level
Use a scroll 20 + caster level
Use a wand 20
Emulate a class feature 20
Emulate an ability score 15 + ability score
Emulate a race 25
Emulate an alignment 30


Actions in Combat
Standard Action Attack of Opportunity1
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Activate a magic item other than a potion or oil No
Aid another Maybe2
Cast a spell (1 standard action casting time) Yes
Channel energy No
Concentrate to maintain an active spell No
Dismiss a spell No
Draw a hidden weapon (see Sleight of Hand skill) No
Drink a potion or apply an oil Yes
Escape a grapple No
Feint No
Light a torch with a tindertwig Yes
Lower spell resistance No
Read a scroll Yes
Ready (triggers a standard action) No
Stabilize a dying friend (see Heal skill) Yes
Total defense No
Use extraordinary ability No
Use skill that takes 1 action Usually
Use spell-like ability Yes
Use supernatural ability No
Move Action Attack of Opportunity1
Move Yes
Control a frightened mount Yes
Direct or redirect an active spell No
Draw a weapon3 No
Load a hand crossbow or light crossbow Yes
Open or close a door No
Mount/dismount a steed No
Move a heavy object Yes
Pick up an item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Ready or drop a shield3 No
Retrieve a stored item Yes
Full-Round Action Attack of Opportunity1
Full attack No
Charge4 No
Deliver coup de grace Yes
Escape from a net Yes
Extinguish flames No
Light a torch Yes
Load a heavy or repeating crossbow Yes
Lock or unlock weapon in locked gauntlet Yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use a touch spell on up to six friends Yes
Withdraw4 No
Free Action Attack of Opportunity1
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Prepare spell components to cast a spell5 No
Speak No
Swift Action Attack of Opportunity1
Cast a quickened spell No
Immediate Action Attack of Opportunity1
Cast feather fall No
No Action Attack of Opportunity1
Delay No
5-foot step No
Action Type Varies Attack of Opportunity1
Perform a combat maneuver6 Yes
Use feat7 Varies
1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
4 May be taken as a standard action if you are limited to taking only a single action in a round.
5 Unless the component is an extremely large or awkward item.
6 Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action.
7 The description of a feat defines its effect.
Attack Roll Modifiers
Attacker is Melee Ranged
Dazzled –1 –1
Entangled or grappled –21 –21
Flanking defender +2
Invisible +22 +22
On higher ground +1 +0
Prone –4 3
Shaken or frightened –2 –2
Squeezing through a space –4 –4
1 Character also takes a –4 penalty to Dexterity, which may affect his attack roll.
2 The defender loses any Dexterity bonus to AC.
3 Most ranged weapons can’t be used while the attacker is prone, but you can use a crossbow or shuriken while prone at no penalty.
Armor Class Modifiers
Defender is Melee Ranged
Behind cover +4 +4
Blinded –21 –21
Concealed or invisible See Concealment
Cowering –21 –21
Entangled +02 +02
Flat-footed +01 +01
Grappled (but attacker is not) +02 +02
Helpless –41 +01
Kneeling or sitting –2 +2
Pinned –41 +01
Prone –4 +4
Squeezing through a space –4 –4
Stunned –21 –21
1 The defender loses any Dexterity bonus to AC.
2 An entangled or grappled character takes a –4 penalty to Dexterity.
Size Bonuses and Penalties
Size AC/Attack CMB/CMD Fly Skill Stealth Skill
Fine +8 –8 +8 +16
Diminutive +4 –4 +6 +12
Tiny +2 –2 +4 +8
Small +1 –1 +2 +4
Medium +0 +0 +0 +0
Large –1 +1 –2 –4
Huge –2 +2 –4 –8
Gargantuan –4 +4 –6 –12
Colossal –8 +8 –8 –16
Combat Maneuver Summary
CM Stats Description
CMB BAB + Str mod + CM size mod
CMD 10 + BAB + Str mod + Dex mod + CM size mod + non-physical AC mods
Combat Maneuver Action Summary
Bull Rush Std/Chg Push target 5 ft1
Disarm Atk Target drops 1 item (2 if exceeds CMD by 10)
Grapple Std Target and attacker gain grappled condition
Overrun Std/Chg Move through target (target prone if exceeds CMD by 5)
Sunder Atk Deal damage to item held or worn by target
Trip Atk Knock target prone (attacker prone if fail by 10)
APG CM Action Summary
Dirty Trick Std Inflict a condition on target for 1 rnd1
Drag Std Pull target 5 ft1
Reposition Std Move target 5 ft within your reach1
Steal Atk Take exposed item from target2
1 Effect occurs again for every 5 by which the check exceeds CMD (extra 5 ft, extra 1 rnd, etc)
2 Can only take items that are removable and not actively held by target, who gets bonus on CMD of +5 or more if item securely attached.
Grapple Guide
Grapple Controller Options* Effect
Maintain Grapple (CMB check, +5 bonus) Both continue to be grappled
Move (CMB check, +5 bonus) Maintain + move self + defender up to 1/2 speed (defender gets check at +4 to break out if end location hazardous)
Damage (CMB check, +5 bonus) Maintain + deal lethal or non-lethal damage with unarmed strike, natural attack, armor spikes, or 1-handed weapon
Pin (CMB check, +5 bonus) Maintain + defender gains pinned condition
Tie up (CMB check, +5 bonus if pinned, -5 penalty otherwise) Maintain + defender gains pinned condition, controller loses grappled condition (defender can attempt to escape ropes DC 20+CMD)
Grapple Defender Options Effect
Escape Grapple (CMB or Escape Artist check) Both lose grappled condition
Reverse Grapple (CMB check) Become grapple controller
Cast spell (Conc check DC 10 + CMB + spell level) Cast spell without somatic components and material component in hand (impossible to cast spells with somatic components)
Take any other action that requires 1 hand Action functions normally with penalties imposed by grappled condition
* Controlled must make one of the below checks or grapple ends
Equipment Hardness and Hitpoints
Weapon or Shield Hardness1 (+2/enhance bonus) Hit Points2 (+10/enhance bonus)
Light blade 10 2
One-handed blade 10 5
Two-handed blade 10 10
Light metal-hafted weapon 10 10
One-handed metal-hafted weapon 10 20
Light hafted weapon 5 2
One-handed hafted weapon 5 5
Two-handed hafted weapon 5 10
Projectile weapon 5 5
Armor 10 armor bonus × 5
Buckler 10 5
Light wooden shield 5 7
Heavy wooden shield 5 15
Light steel shield 10 10
Heavy steel shield 10 20
Tower shield 5 20
1 Value for standard wood or steel as appropriate. For other materials, see substance table.
2 Value for Medium equipment. Divide by 2/category smaller or multiply by 2/category larger.
Substance Hardness and Hit Points
Substance Hardness HP/in. of thickness
Glass 1 1
Paper or cloth 0 2
Rope 0 2
Ice 0 3
Leather or hide 2 5
Wood 5 10
Stone 8 15
Iron or steel 10 30
Mithral 15 30
Adamantine 20 40
Common Object Hardness and Hit Points
Object Hardness Hit Points Break DC
Rope (1 in. diameter) 0 2 23
Simple wooden door 5 10 13
Small chest 5 1 17
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28
DCs to Break or Burst Items
Strength Check to: DC1
Break down simple door 132
Break down good door 182
Break down strong door 232
Burst rope bonds 23
Bend iron bars 24
Break down barred door 252
Burst chain bonds 26
Break down iron door 282
Condition DC Adjustment (use larger)
Hold portal +5
Arcane lock +10
1 If an item has lost half or more of its hit points, the item gains the broken condition and the DC to break it drops by 2.
2 Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
Concentration Check DCs
Situation Concentration Check DC
Cast defensively 15 + double spell level
Injured while casting 10 + damage dealt + spell level
Continuous damage while casting 10 + 1/2 damage dealt + spell level
Affected by a non-damaging spell while casting DC of the spell + spell level
Grappled or pinned while casting 10 + grappler’s CMB + spell level
Vigorous motion while casting 10 + spell level
Violent motion while casting 15 + spell level
Extremely violent motion while casting 20 + spell level
Wind with rain or sleet while casting 5 + spell level
Wind with hail and debris while casting 10 + spell level
Weather caused by spell see spell
Entangled while casting 15 + spell level
Underwater Combat
Condition Attack/Damage Movement Off Balance?
Freedom of movement normal/normal (all) normal No
Has a swim speed –2/half (B,S) normal No
Successful Swim check –2/half1 (B,S) quarter or half2 No
Firm footing –2/half1 (B,S) half No
None of the above –2/half1 (all) normal Yes
1 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
Ranged Weapons: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Attacks from Land: Characters in water (at least chest deep) have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Completely submerged characters have total cover.

Splash Weapons

Make a ranged attack against an unoccupied grid intersection ( AC 5)
  • Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
  • Miss: Roll 1d8 to determine the misdirection of the throw
    1. Count clockwise starting at the square closest to thrower (refer to diagram on right)
    2. Count a number of squares in the indicated direction equal to the number of range increments thrown.
    3. Finally, the item deals splash damage (if any) to all creatures in the square determined above and in all adjacent squares.


Condition Description
Blinded Creature takes a -2 penalty to AC, loses Dex bonus to AC, and takes a -4 penalty on most Str– and Dex-based skill checks and on opposed Perception skill checks. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Creatures must make a DC 10 Acrobatics skill check to move faster than half speed or fall prone.
Broken Weapons suffer a -2 penalty on attack and damage rolls and only score a critical hit on a natural 20 and only deal X2 damage. Armor and shields grant half AC bonus and double armor check penalty. Broken wands or staves use twice as many charges.
Confused 01-25: Act normally, 26-50: Babble for one round, 51-75: Deal 1d8 + Str damage to self, 76-100: Attack nearest creature.
Dazed Can take no actions (no penalties to AC)
Dazzled -1 to attack and sight-based checks
Deafened –4 penalty on initiative, opposed Perception checks (automatically fails checks based on sound), and 20% chance of spell failure (verbal)
Disabled Typically at or below 0 hp. Take only standard or move action. Standard action causes 1 pt of damage (typically causes dying condition)
Entangled No movement if bonds are anchored, otherwise move at half speed. Creature takes a -2 penalty on all attack rolls and a -4 penalty to Dex. Must make concentration check to cast spells.
Exhausted Creature moves at half speed. -6 penalty to Str and Dex. Rest 1 hour to become fatigued.
Fascinated Takes no actions. -4 to checks made as reactions. Potential threats allow new save, obvious threats break effect.
Fatigued Creature cannot run or charge. -2 penalty to Str and Dex. Rest 8 hours to remove.
Flat-Footed Loses Dex bonus to AC and CMD.
Frightened As shaken, except creature must flee from source.
Grappled Creature cannot move or take action that requires 2 hands. -4 penalty to Dex. -2 penalty to attacks and combat maneuvers (except checks made to maintain or escape). Must make concentration check to cast spells. Cannot take attacks of opportunity.
Helpless Typically paralyzed, held, bound, pinned, sleeping, unconscious, etc. Effective Dex = 0, melee attacks get +4. Allows coup de grace.
Incorporeal Immune to all nonmagical attack forms. Takes half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Full damage from other incorporeal or force effects.
Invisible Gains a +2 on attack rolls, target loses Dex bonus to AC.
Nauseated Creature can only take a move action and cannot attack, cast spells, or concentrate.
Panicked As Frightened, except creature drops held items.
Paralyzed Creature’s Str and Dex reduced to 0. Fliers using wings fall. Creature is helpless.
Pinned As grappled, except creature is flat-footed, takes a -4 penalty to AC, and can only take verbal or mental actions (except checks made to escape).
Prone On ground. -4 to melee attacks (can’t use ranged except crossbows). -4 to melee AC, +4 to ranged AC. Move + AoO to stand.
Shaken Creature takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Sickened Creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Staggered Creature can only take a move action or standard action (plus swift and immediate).
Stunned Creature cannot take actions, drops everything held, takes a -2 penalty to AC, and loses its Dex bonus to AC (if any).